Exemple #1
0
        static Core()
        {
            Inputs = new InputCollection ();
            CurrentCulture = CultureInfo.CurrentCulture;

            FixedUpdateTimeStep = TimeSpan.FromSeconds ( 1.0f / 60 );
            FixedDrawTimeStep = TimeSpan.FromSeconds ( 1.0f / 60 );
        }
Exemple #2
0
        public QueriesCore(string instance, bool distinctNeeded)
        {
            // TODO: Complete member initialization
            this._distinctNeeded = distinctNeeded;
             _cepServer = Server.Create(instance);
            _cepApplication = _cepServer.CreateApplication("Monitor");

            _pingSource = new InputCollection<PageRequest>();
            _pingSourceGathering = new InputCollection<PageRequest>();

            _pingInputStream = _pingSource.ToPointStream(
                _cepApplication,
                s => PointEvent.CreateInsert(DateTime.UtcNow, s),
                AdvanceTimeSettings.IncreasingStartTime,
                "PagePingStream");

            _pingInputStreamGathering = _pingSourceGathering.ToPointStream(
                _cepApplication,
                s => PointEvent.CreateInsert(DateTime.UtcNow, s),
                AdvanceTimeSettings.IncreasingStartTime,
                "PagePingStream");
        }
Exemple #3
0
    //This takes care of moving the player
    public void move(InputCollection col)
    {
        //rotate player arms
        if(playerArms != null)
        {
            float armRot = playerArms.localRotation.eulerAngles.x - col.turnUp;
            if(!((armRot <= 60 && armRot >= -5) || (armRot >= 270 && armRot <= 365)))
            {
                col.turnUp = 0.0f;
            }
            playerArms.Rotate(new Vector3(-col.turnUp,0,0));
        }

        Vector3 playerMotion = new Vector3(col.straff, 0, col.forward) * playerStats.speed;//transform.TransformDirection(new Vector3(col.straff, 0, col.forward)) * playerStats.speed;//inial player speed

        //Gravity isn't always down. We cannot trust unitys built in "grounded" function, instead we use its "raycast" function to see what is below us.
        if(col.jump)
        {
            if(Physics.Raycast(transform.position, -transform.up, 1.0f))
            {
                playerMotion += playerStats.jump * Vector3.up;//objectStats.unitOppGrav; //JUMP IS NOT RELATIVE TO PLAYER
            }
        //	var toRotateLine = Quaternion.FromToRotation(objectStats.unitOppGrav, objectStats.normalOfLastHit);
        //	playerMotion = toRotateLine * playerMotion;
        }

        //Moves the player according to the input
        move(playerMotion, Quaternion.Euler(0,col.turnRight,0));
    }
Exemple #4
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 public XnaMenu(string alias, InputCollection inputs, List <XnaMenuItem> xnaMenuItems)
     : this(alias, inputs)
 {
     XnaItems.AddRange(xnaMenuItems);
 }
Exemple #5
0
 public XnaMenu(string alias, InputCollection inputs)
     : base(alias)
 {
     Inputs = inputs;
 }
Exemple #6
0
 public virtual void InitializeInputs()
 {
     keyMapCollections = GetDefaultControls();
     inputManager = new InputManager(this.name, keyMapCollections);
 }
        public void Setup()
        {
            canPlay = true;

            stateMachine = new StateMachine(StateCollection.FromEnum <States>(), InputCollection.FromEnum <Input>(), new DictionaryStateTransitionTable(), States.Begin.ToString());

            stateMachine.Define(new BinaryTransition(States.Begin.ToString(), Input.Play.ToString(), States.Playing.ToString(), States.End.ToString(), () =>
            {
                if (canPlay)
                {
                    return(new BinaryTransitionResult(BinaryChoice.Left, "Started Playing"));
                }
                else
                {
                    return(new BinaryTransitionResult(BinaryChoice.Right, "Could not start playing"));
                }
            }, "Start Playing"));

            stateMachine.Define(new InvalidTransition(States.Begin.ToString(), Input.Pause.ToString(), "Must be Playing to Pause"));

            stateMachine.Define(new UnaryTransition(States.Begin.ToString(), Input.Stop.ToString(), States.End.ToString(), () =>
            {
                return(new UnaryTransitionResult("Stopped"));
            }, "Stop before playing"));

            stateMachine.Define(new UnaryTransition(States.Playing.ToString(), Input.Play.ToString(), States.Playing.ToString(), () =>
            {
                return(new UnaryTransitionResult("Kept playing"));
            }, "Already Playing"));

            stateMachine.Define(new UnaryTransition(States.Playing.ToString(), Input.Pause.ToString(), States.Paused.ToString(), () =>
            {
                return(new UnaryTransitionResult("Paused playback"));
            }, "Already Playing"));

            stateMachine.Define(new UnaryTransition(States.Playing.ToString(), Input.Stop.ToString(), States.End.ToString(), () =>
            {
                return(new UnaryTransitionResult("Stopped"));
            }, "Stopped"));

            stateMachine.Define(new BinaryTransition(States.Paused.ToString(), Input.Play.ToString(), States.Playing.ToString(), States.End.ToString(), () =>
            {
                if (canPlay)
                {
                    return(new BinaryTransitionResult(BinaryChoice.Left, "Resumed Playback"));
                }
                else
                {
                    return(new BinaryTransitionResult(BinaryChoice.Right, "Could not Resumed Playback"));
                }
            }, "Resume Playback"));

            stateMachine.Define(new UnaryTransition(States.Paused.ToString(), Input.Pause.ToString(), States.Paused.ToString(), () =>
            {
                return(new UnaryTransitionResult("Already Paused"));
            }, "Already Paused"));

            stateMachine.Define(new UnaryTransition(States.Paused.ToString(), Input.Stop.ToString(), States.End.ToString(), () =>
            {
                return(new UnaryTransitionResult("Stopped"));
            }, "Stopped"));


            stateMachine.Define(new InvalidTransition(States.End.ToString(), Input.Play.ToString(), "Cannot play from end state"));
            stateMachine.Define(new InvalidTransition(States.End.ToString(), Input.Pause.ToString(), "Cannot pause from end state"));
            stateMachine.Define(new InvalidTransition(States.End.ToString(), Input.Stop.ToString(), "Cannot stop from end state"));
        }